You're welcome, I just like this stuff, so sure you can always ask.
ok... so first answer... because this graphic mode was designed to know where to look... ?
let's inspect some constants of libnds
https://libnds.devkitpro.org/video_8h.html
Code:
#define BG_PALETTE ((u16*)0x05000000)
background palette memory
#define SPRITE_PALETTE ((u16*)0x05000200)
sprite palette memory
#define BG_PALETTE_SUB ((u16*)0x05000400)
background palette memory (sub engine)
#define SPRITE_PALETTE_SUB ((u16*)0x05000600)
sprite palette memory (sub engine)
let's focus only on those ones... 0x200 is 512 in decimal, 256 x 2 (size of short int)
so one full 256 colors palette or 16 16-colors palettes.
now in 16colors mode when mapped tile have an order tie to proper palette, it can't say no because that's a hardware "have to".
... so mapped tile 0x1001 will always take palette from 0x05000020
same like tile 0x2001 take palette from 0x05000040 (if we talk about main engine for BG)
etc.. 0x20 is 32 in decimal 16x2 (short int again, one 16-colors palette)
second answer... that's good that you experiment, and the best would be to check how it look in emulators add-ons.
i mentioned previously about full version of no$gba, but you can check also in desmume...
I think it visualy present fairly ok how the VRAM is setup. (tilebase and those short vertical lines is the mapbase) 15th and 31th 2 kilobytes offset from 0x6000000, as for the tilebase one offset is much bigger - 16k.
Sure maybe it's not best place for mapbase, but it's all up to you.
If we want to use many backgrounds how about to use first 16k for map bases only? any solution can be accepted as long there's no offsets collision. (but if you like, you can force that collision and check results in this "tile view")
Opposed to palettes, backgrounds association is not stiff, so we can choose and tie any memory addr with any bank. (almost)
I think this link can be also useful
https://mtheall.com/banks.html
and for the sniplet example this is how it should look like
https://mtheall.com/vram.html#T0=2&NT0=768&MB0=31&TB0=2&S0=0&T1=2&NT1=768&MB1=15&TB1=0&S1=0